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Results for tag: Magic
Posted by: Edacade on Sep 24, 2012 at 12:23:23 PM
So, minor intro here: I'm going to start trying to keep a somewhat steady blog, mostly to post deck ideas I have or card comboes I find interesting. I'd use the forums, but most of the people who frequent those are too competitive in nature and just don't understand why or how I find the certain interactions of the cards to be interesting. And usually try to rework the decklist to include every "meta staple" that's currently legal. While some of these decks may be good in a competitive setting, I create all my decks based around ideas that I find fun.

Of course, to really understand what I find fun, you have to know that I am a Timmy Johnny Vorthos. Which should tell you I like big creatures, comboes, and I admire cards for more than just their gameplay value (in this case, flavor; Vorthos...
Posted by: glucosyo on Sep 23, 2012 at 05:48:30 AM



 Magic and Chaos

- The basic assumption is: magic is powerful but dangerous to handle.
- As fighting implies an Attack Roll that give some unpredictability to the attack, casting a spell implies a Casting Roll for the same reason.
- The difference is that magic is more unpredictable than a sword.
- Of course this spell system adds complexity, but is just an optional module.


Casting Roll

- 1d20.
- Every spell description in the rule book, should provide an Extra Effect (normally triggered on a 20) and a Fail Effect (normally triggered on a 1).
- Extra and Fail effects give variety and unpredictability, in positive and "negative", to the gameplay.
- Extra Effects are in addition to the normal spell effect.
- Fail Effects are in substitution to the normal spell effect.
- Eg. Arc Lightning.
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Posted by: ArtVenn on Sep 20, 2012 at 12:38:00 PM
Invasion

Here is the format that I first thought Planechase would be like... then I read the rules and found out that I was wrong... so it's technically a homebrew of mine! Here goes.

Set up: Each player needs his or her own planar deck.  You can do this by drafting decks, or having everyone build one at home (if they have the planes).  They will need this deck to be shuffled, as well as whatever Magic Deck they want to play with.  You will also need at least one Planar Die.

Playing: Invasion is a "flavour game".  This means that if flavour says "no", you can't do it.  What I mean by this is "Global effects" only have an affect on the plane that they happen on.  There's no reason for an event on Mirrodin to effect Ravnica.  Much the same, Planar...
Posted by: ArtVenn on Sep 20, 2012 at 12:27:00 PM
Planar Collapse

Here's a format born from when I first pitched my homebrew Invasion.

Setup: Each player needs to either bring three planes, or a player needs to provide several planes (typically 3+ per player is good).  Players then shuffle their Planar pile and set them down, working from the middle of the table, outward, so by the end you have a grid of planes.  The last plane that each player puts down is where he or she starts off.  Aside from that, each player needs his or her own deck.

Playing: Planar Collapse is a "flavour game".  This means that if flavour says "no", you can't do it.  What I mean by this is "Global effects" only have an affect on the plane that they happen on.  There's no reason for an event on Mirrodin to effect Ravnica.  Much the...
Posted by: ArtVenn on Sep 20, 2012 at 12:04:08 PM
Schizo is played either by two players with multiple decks, or by several players.  These players/decks are then put into teams.  Teams share a life total and permanents, but not their libraries, hands, graveyards or turns.
A team's life total is 10 x N where N is the number of players on that team.  Teams do not have to have an even number of players, but it is advised.
All team members have control over the team's permanents at the same time, and at all times (though they do not have ownership).
Players attack teams/life totals and planeswalkers, not individual players.
If a single player dies (be that due to milling etc), only that player dies, not the entire team.
Table Talk is not allowed.
Turn order moves from Player A on team one to Player
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Posted by: diversionArchitect on Sep 11, 2012 at 09:00:56 AM
I found this article on multiplayer during today's card preview article.

My thoughts:

I had a conversation with a friend about "bad players" in multiplayer.  A few of his concerns I think are pretty legitamate and would make the basis for a good article on multiplayer deckbuilding and etiquite.

Here are the highlights
  • Every deck should have enough spot removal (4+)
    • (including ways to handle artifacts, enchantments, etc.)
    • essentially everyone drops huge threats in multiplayer.  bargaining power goes to the person able to take care of the scariest threat on the board
  • Every deck should run more than one board-wipe 
    • For when your opponents overwhelm you
    • For when the game needs a reset because everyone has too many blockers/potential attackers
  • Cards that lock
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Posted by: Cerius on Sep 8, 2012 at 02:08:18 PM

Warlock Casting

  • *: automatic success

  • a: at advantage

  • n: normal

  • d: at disadvantage

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Posted by: Cerius on Sep 8, 2012 at 02:04:16 PM

Cleric

Character Level / Spell Level → Standard slots

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Posted by: Cerius on Sep 8, 2012 at 01:56:14 PM
  • Classes (Spellcasting / Special Abilities)

    • Cleric

      • Clerics / Druids have access to spells due to their faith in a deity or other spiritual / metaphysical force.

      • Access to a set of divine (and some arcane treated as divine) spells due to their level and domain.

      • The code for the domain must be followed, or the cleric

      • The cleric has a selection of slots of different levels.

        • Any spell that the cleric has access to can be cast spontaneously by expending the corresponding or lower slot. If cast from a lower slot meta-magic feats can be applied.

        • These slots are regained at a full rest.

    • Wizard

      • Wizards study the mechanics of magic, and use their intellect to manipulate these energies.

      • Wizards can have access to all arcane type spells.

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Posted by: The_Great_Lord on Aug 26, 2012 at 12:29:05 AM
The Coalition's march continues across the planes.  By now, Mirrodin is firmly under control of the troops from Dominaria.  The local Mirrans given freedom and weapons to join in the fight to drive off the final few Phyrexian holdouts.  Only the Radix and the Seat of the Synod remain as realms of compleation - while the Radix has been under Phyrexian control for much of the war, the Seat has been hotly contested.  The once huge Vedalken structure of knowledge and learning, reduced to little more than rubble.

A story much the same holds upon Dominaria itself.  A couple of holdouts from the previous occupation persist.  But cut off, but deaths are mounting, without reinforcement from their home plane, it is unlikely that the Phyrexian forces will be able to maintain...

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